OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Thresher on 06 Jun 2004, 18:39:45
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I've looked all over, so now I have to ask.
how do I use the object ID of a bridge or anything else in the game. I pressed "show ID" so I know the name, but the not(alive stuff I generally use doesn't seem to work.
how to I set a trigger to end a mission when a bridge explodes? what do I write in the "this" box of the trigger. thanks.
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This might help
;*****destroyBridge.sqs*****
; by surpher
#check
; check if either end of bridge is damaged
;? (damage (object 167669) >= 0.6 || ? damage (object 167797) >= 0.6) : goto "destroy"
? damage (object 167669) >= 0.6 : goto "destroy"
? damage (object 167797) >= 0.6 : goto "destroy"
goto "check"
#destroy
; destroy bridge
(object 167669) setDammage 1
(object 167792) setDammage 1
(object 167793) setDammage 1
(object 167794) setDammage 1
(object 167795) setDammage 1
(object 167797) setDammage 1
goto "exit"
#exit
exit
It's the checking of the dammage to the bridge I believe is what you need.
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you did help, but didn't need the script. In your script you called it object, and thats what I was looking for. I was putting in my "this" line of a trigger:
!(alive 17006)
but it needed "Object 17006" and thats what I didn't know, so your script helped in that regards. thanks for the prompt help.